Game Making: Start By Healing the Player

Chapter 93: Arrangement of Dark Souls

Chen Xu also carefully considered the choice of "Dark Souls", or the third work in the final chapter of the Dark Souls series.

The previous life, Dark Souls, was a pretty sprawling series.

From the first generation to the third part of the series, the last generation of Chuanhuo.

Tells the player a magnificent and epic story about the Age of Fire.

Among them, the most impressive ones are the first and third generations.

Mainly because the second generation was not handled by Miyazaki Hidetaka himself, and it was a place that many players criticized.

That is, Soul II has many places, and adopts the difficulty of stacking monsters.

This is why the second generation is not as well-known as the first and third generations.

As for Chen Xuyou's choice to carry out a development of "Dark Souls 3".

The reason is very simple.

That is, in the third generation, the concept of the entire soul game has actually approached maturity.

For example, Devil's Soul, this first-generation soul game, many players think this game is more difficult than Soul III, and some also think it is easier.

But the difficulty of this game is not actually the BOSS battle, but more of the anti-human design and the malicious map.

Dark Souls, on the other hand, is a standard level-driven game, or even a backplane game.

Compared with the first generation, many players think that the third generation is simpler, which is completely no problem.

Because the third generation is indeed the most suitable for beginners to enter the soul game.

If you want to make a ranking of the soul games under Miyazaki Hidetaka, for the time being, I will leave the soul II, which was not made by myself, as well as the ghasts who are still immature in various concepts as Miyazaki Hidetaka's first attempt at soul games. open.

The difficulty is that Soul 3 is the easiest compared to Soul 1, Sekiro, Bloodline and Eldon Circle. (Don’t be rude, look for Miyazaki’s high bar, because this is what the old thief said when he was interviewed by Famitsu about the French Tournament)

It is different from Soul 1, which allows players to run around in the center of the Chuanhuo Sacrificial Field and then stray into the advanced area.

Soul 3 is very considerate in the rhythm of the game. It is about the mode of study-exam-graduation-study-exam, which can be said to be gradual.

Because of this, Soul 3 is also the highest-selling Soul game so far in terms of sales.

Of course, the difficulty of Soul 1 is also closer to the ghast, after all, it is an early work of the Soul game.

However, it is different from the kind of map of the ghast, that is, limited by the financial content developed at the time, the soul 1 adopted a very tricky method.

Referring to the use of Metroid and Castlevania Rhapsody under the Moon, for the concept of map structure design, the model of Mobius ring was adopted.

This instead became a highlight of the Soul series, and it has been retained forever.

It can be said that the soul games of Miyazaki Hidetaka have some breakthrough achievements.

Just like Zelda Ocarina of Time, the specifications of 3D games were determined. In fact, there is no such thing in soul games.

Because all the settings are already born.

Tumble, shield, backstab, hook lock, block, including map design, fragmented plot are not the first creation of Dark Souls.

But its biggest feature is that it combines these existing settings and creates a game with a unique style.

The so-called difficulty is just a label on the surface.

If you really want to think that soul games are difficult, you can only say that the direction is completely wrong.

It is precisely for these reasons, considering the ability of players in parallel worlds.

Chen Xucai chose Soul 3 as the new work to be developed next.

Of course, another reason is because from the perspective of development power, as a level-driven game, it is simpler than ordinary games.

And as a project that has made the Nebulas game platform famous, its dissemination must be taken into account.

Soul-based games with unique charm are obviously more suitable options.

After all, the live broadcast industry in the parallel world is also very perfect compared to the previous life. The game of the type "Dark Soul" itself has also greatly improved its popularity through the medium of the live broadcast platform.

The previous lives of "Dark Souls 3" and "Sekiro" have a very high popularity in China, and they are completely inseparable from the development of the live broadcast and video industry.

As for the plot, this is not a problem at all, because the design of the levels is more important than the plot of the soul-based game itself.

Of course, fragmented narratives are still a major feature of soul-based games.

Unless you are a prodigy as a player, it is basically impossible to fully understand the story of the soul-based game in just one week.

After clearing the game for a week, you will know a general idea at most.

Many plots will not be told to you directly during the game, but are hidden in various places in the game, requiring players to piece together.

This also leads to the unique charm of the Soul series, that is: a thousand players have a thousand opinions.

Everyone has a unique understanding of the story of Dark Souls.

Because a lot of content about the plot worldview is scattered in the game in the form of fragments.

It usually takes some deep digging to get a general idea of ​​where a story is going.

So later on, the story of "Dark Soul" was constantly excavated and studied by players, and then a stalk of spiritualists was also derived.

As the story of the end of the age of fire, Soul III can be presented to the player by means of flashbacks.

Just need to deal with some tributes in the game, as well as the content of Easter egg-style elements as a foreshadowing of the subsequent prequels.

………………

In the office of Nebula Games, Chen Xu leaned on the chair and closed his eyes, thinking about the next direction of "Dark Souls".

As for the design concept drafts of the gameplay, Chen Xu is not in a hurry for the time being.

Because even if he is out of liver now, project development still needs a period of preparation.

Before that, the points accumulated in "Naughty Kitchen" a few years ago can also be used to improve one's abilities in all aspects, and also see if you can get some good props.

As for "Three Kingdoms Kill" and "Jelly Bean Man", there are still not many points provided.

Because these two games were officially launched after the gameplay exhibition ended.

So not many points are provided.

After thinking about the next direction of "Dark Soul" in his mind, Chen Xu opened the browser and the background of the Nebula game platform, and paid attention to the performance of "Jelly Bean Man" and "Three Kingdoms".

As the first AAA game of Nebula Games, Dark Souls is a long-term project.

Although the player expressed great expectations, obviously he could only express to the player that he was doing it.

"Three Kingdoms Kill" and "Jelly Bean Man" will be the pillars of Nebula Games in the next period of time.

Not just Chen Xu himself.

Many game designers in the industry have been staring at the two games "Three Kingdoms Kill" and "Jelly Bean Man".

After all, during the gameplay exhibition, these two games were really eye-catching.

Many game designers and manufacturers are also very concerned about the relevant data after the official launch of these two games.

A game is not successful just because of its popularity. The flow and sales are the core of determining the success or failure of a game.

(I ask for recommendation tickets and monthly tickets every day. Before Black Soul, I plan to write a low-cost game to transition the timeline. Key words: three men, one woman and one dog. Guess what?)

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